Difference between revisions of "Model Presentation"
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== Lighting == | == Lighting == | ||
− | See [[Category:Lighting]] | + | See [[:Category:Lighting]] |
== High-Poly Models == | == High-Poly Models == | ||
− | + | [[Image:modelmat_eat3d.jpg]] [http://eat3d.com/free/rendering_presentation Rendering and Presentation] - by ''[http://eat3d.com/ Eat 3D]''. Jeremy Baldwin shows how to render models out in 3ds Max using mental ray and composite in Photoshop. | |
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− | + | [[Image:modelmat_fudge.png]] [http://www.mikefudge.com/tutorials/RenderingSculpture.htm Rendering a Sculpture] - by ''[http://www.mikefudge.com Mike Fudge]''. Lighting, material, and rendering setup in Maya. | |
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− | + | [[Image:modelmat_volchik.png]] [http://www.artemstudios.com/2010/tutorials/material/MaterialRenderingTut.htm High Poly Material Rendering Tutorial] - by ''[http://www.artemstudios.com Artem "X-Convict" Volchik]''. Double-specular material setup in 3ds Max. Discussion and examples [http://boards.polycount.net/showthread.php?t=60887 here in Polycount]. | |
+ | |||
+ | [[Image:modelmat_gullotti.png]] [http://boards.polycount.net/showthread.php?t=69829 MR materials for 3ds Max] - by ''[http://www.aliquaforma.com/ Enrico "SyncViewS" Gullotti]''. mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. [[file:MR_PresentationMat_01.zip|Downloadable material library]]. [http://boards.polycount.net/showthread.php?t=69829 Discussion thread]. | ||
+ | |||
+ | [[Image:modelmat_engineeringdraper.png]] [http://www.xenomorphic.co.uk/doc_engineering.htm Engineering Material] - by ''[http://www.xenomorphic.co.uk Pete Draper]''. Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max. | ||
== Low-Poly Models == | == Low-Poly Models == | ||
− | Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using [[Category:Shaders|shaders]]. | + | Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using [[:Category:Shaders|shaders]]. |
+ | |||
+ | [[Image:modelmat_lowpolychallenge.png]] [http://www.polycount.com/forum/showthread.php?p=779753 Low Poly Challenge STYLE GUIDE] Polycount Forum thread. Turning off anti-aliasing & filtering, instructions for many software packages. | ||
+ | |||
+ | [[image:currentnextgengamematerialrendering_jameshall.jpg|thumb|120px|left]] Current/Nextgen Game Material Rendering by ''[http://shortfus3d.com James Hall]''. Lighting a normal-mapped model using 2-point lighting and ambient occlusion.<br clear="all"/> | ||
+ | |||
+ | [[image:3dsmax-viewport-dof_oberson.jpg|thumb|120px|left]] Depth of field in the 3ds Max viewport by ''[http://www.pioroberson.com/ Pior "pior" Oberson]''. Using real-time depth of field, plus antialiased wireframes, in 3ds Max.<br clear="all"/> | ||
+ | |||
+ | [[image:3dsmax-viewport-baked-shadows_oberson.jpg|thumb|120px|left]] Baked shadow maps in the 3ds Max viewport by ''[http://www.pioroberson.com/ Pior "pior" Oberson]''. Self-shadowing can be easily baked in 3ds Max. However baking can be avoided in version 2009 onwards because Max now supports real-time dynamic shadowing in the viewport.<br clear="all"/> | ||
+ | |||
+ | [[Image:modelmat_udk.png]] [http://www.polycount.com/forum/showthread.php?t=73930 Setting up UDK for portfolio renders?] thread on Polycount. Helpful tips about using UDK to create nice screenshots of your models. See also [http://www.gameartisans.org/forums/showpost.php?p=210702&postcount=4 this post from Lamont] about capturing animation from UDK. | ||
+ | |||
+ | [http://www.polycount.com/forum/showthread.php?t=100950 Screenshots & Presentation Help/Thread of Knowledge] thread on Polycount. Tips for creating high-quality screenshots in UDK. | ||
− | + | See also [[:Category:Shaders]] | |
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[[Category:Portfolio]] | [[Category:Portfolio]] |
Revision as of 09:27, 11 October 2014
Model Presentation
Topics about rendering models for your portfolio or Pimping and Previews.
Lighting
High-Poly Models
Rendering and Presentation - by Eat 3D. Jeremy Baldwin shows how to render models out in 3ds Max using mental ray and composite in Photoshop.
Rendering a Sculpture - by Mike Fudge. Lighting, material, and rendering setup in Maya.
High Poly Material Rendering Tutorial - by Artem "X-Convict" Volchik. Double-specular material setup in 3ds Max. Discussion and examples here in Polycount.
MR materials for 3ds Max - by Enrico "SyncViewS" Gullotti. mental ray materials for 3ds Max, including dark shiny, light wireframe, and dark wireframe. File:MR PresentationMat 01.zip. Discussion thread.
Engineering Material - by Pete Draper. Outline and cross-hatching render setup, using the Ink and Paint material in 3ds Max.
Low-Poly Models
Low-poly models are usually best presented as screenshots from a game engine, or from your modeling app's viewport using shaders.
Low Poly Challenge STYLE GUIDE Polycount Forum thread. Turning off anti-aliasing & filtering, instructions for many software packages.
Current/Nextgen Game Material Rendering by James Hall. Lighting a normal-mapped model using 2-point lighting and ambient occlusion.Depth of field in the 3ds Max viewport by Pior "pior" Oberson. Using real-time depth of field, plus antialiased wireframes, in 3ds Max.
Baked shadow maps in the 3ds Max viewport by Pior "pior" Oberson. Self-shadowing can be easily baked in 3ds Max. However baking can be avoided in version 2009 onwards because Max now supports real-time dynamic shadowing in the viewport.
Setting up UDK for portfolio renders? thread on Polycount. Helpful tips about using UDK to create nice screenshots of your models. See also this post from Lamont about capturing animation from UDK.
Screenshots & Presentation Help/Thread of Knowledge thread on Polycount. Tips for creating high-quality screenshots in UDK.
See also Category:Shaders